E:D Black Box
Around 64 tonnes on a ~208k Cr hull that needs no rank and lands on any small pad — fast and defensible enough to run early profit loops and short smuggling runs. But the hold is tiny by trading standards, so it ranks low: a starter and a runabout, not a dedicated freighter.
This ship's 1–100 suitability rating reflects its fully-engineered fit for this role, scored against every ship in the role. See how ships are rated.
The Cobra Mk III is the ship many commanders run their first cargo loops in. It's cheap (~208k Cr), needs no rank or permit, lands on any small pad, and fills its eight optionals with cargo racks for around 64 tonnes — enough to turn a tidy early profit hauling between nearby markets. It is fast and nimble too, so an interdiction is something it can usually run from rather than fight or lose its cargo to.
But measured as a trader, 64 tonnes is small. Dedicated haulers carry four, ten, fifteen times as much; even the cheap medium transporters dwarf it. The Cobra moves cargo well enough to learn the trade, fund a bigger ship, or run small high-value smuggling jobs where a tiny, fast, anywhere-landing hull is an asset. As a starter freighter it's excellent value — but it's a stepping stone, and the rating reflects that.
Early-game trading: cheap profit loops to fund a real freighter, small high-value or rare-goods runs, and fast smuggling jobs where a tiny, agile, small-pad hull slips in and out faster than a fat freighter can.
Three things make the Cobra Mk III a workable starter trader:
The hold is the problem: ~64t (and only ~48t once you fit a shield) is a fraction of any real freighter, with just two utilities and light shields to protect it. It earns per-run pocket money, not freight-empire money. The Cobra's trading case is cheap, fast, small-batch hauling and learning the loops — for tonnage, step up to a Type-6 or beyond.
A ~208k Cr, rank-free small-pad hull fast enough to flee an interdiction, but ~64t (~48t shielded) is a fraction of any real freighter, capping its trading ceiling.
The 48/100 headline is a verdict against the trading role's priority-ordered factors. Each factor carries a weight (its share of 100); this hull earns part of each based on how it performs against the whole field. The points sum to the rating.
| Role factor | Score | Why this score |
|---|---|---|
| Maximum cargo | 9/35 | Eight optionals (4·4·4·2·2·2·1·1) max ~64t unshielded and only ~48t with a bi-weave fitted — a fraction of a Type-6's ~112t or Type-9's ~790t, and below even the Cobra Mk IV (~92t) and Mk V (~110t). |
| Pad class & market reach | 14/20 | Small pad lands at every outpost and surface port that locks out medium and large freighters, so market reach is broad — but small-pad class is also what caps the hold at ~64t. |
| Laden jump range | 8/15 | A 4A FSD with G5 Increased Range gives ~22 LY laden A-rated and ~30 LY engineered against a 16t tank — respectable for a small hauler, mid-field for the role. |
| Survivability | 9/20 | Only 2 utilities and a light class-4 bi-weave (~120 MJ A-rated, ~200+ engineered); survival leans on a 400 m/s (engineered ~480) boost to submit and high-wake out rather than tank fire. |
| Speed & cost | 8/10 | ~208k Cr hull with no rank or permit, ~1.5M Cr A-rated, and 280/400 m/s (engineered ~480) — among the cheapest, fastest entries into trading in the field. |
| Weighted total | 48/100 | Matches the headline suitability rating for this ship in this role. |
Weights are an editorial decomposition of the role's stated priority order — not an in-game formula. Bar length shows how fully each factor is earned; the longest factors carried the score, the shortest are where it gave points away. See how ships are rated.
Both tables rate ships for trading specifically. The role column is the maximum cargo capacity in tonnes — the headline number for bulk hauling.
| Ship | Class | Max cargo (t) | Pros & cons vs Cobra Mk III | Rating |
|---|---|---|---|---|
| Cobra Mk V | Small | ~110 | The modern successor — far roomier; tougherPricier | 52 |
| Cobra Mk IV | Small | ~92 | More cargo for cheapSlower; less agile | 52 |
| Cobra Mk III this | Small | ~64 | — this hull (baseline) | 48 |
| Dolphin | Small | ~48 | Cool-running; passenger-capableLess cargo; less combat | 46 |
| Hauler | Small | ~26 | Dirt cheap; great jump rangeFar less cargo; fragile | 42 |
Among small-pad traders the Cobra Mk III sits mid-pack: roomier and tougher than the Hauler or Dolphin, but the newer Cobra Mk IV and Mk V both carry meaningfully more for not much more money. Pick the Mk III for its speed, agility and rock-bottom price; pick a later Cobra if tonnage is what you're after.
| Ship | Class | Max cargo (t) | Pros & cons vs Cobra Mk III | Rating |
|---|---|---|---|---|
| Panther Clipper Mk II | Large | ~1048 | The maximum-tonnage kingVastly pricier; large pad | 98 |
| Type-9 Heavy | Large | ~790 | Freighter-scale cargoPricier; slow; large pad | 94 |
| Type-6 Transporter | Medium | ~112 | Cheap; the natural next step upMedium pad; slower | 65 |
| Asp Explorer | Medium | ~128 | More cargo and far better rangePricier; medium pad | 58 |
| Keelback | Medium | ~80 | More cargo; carries a fighterSlow; medium pad | 52 |
The moment cargo matters, you graduate. A cheap Type-6 nearly doubles the hold on a medium pad; the Type-9 and Panther play in a different league entirely. The Cobra's place in this company is the on-ramp — the ship that funds the freighter, not the freighter itself.
At ~208k Cr with no rank gate, the Cobra Mk III is among the cheapest ways to start hauling, and a full A-rated trade fit stays around 1.5M Cr — recoverable in a handful of good loops.
That low entry cost is its whole trading argument: a near-free hull you fund into a real freighter, then keep as a fast small-pad runabout for high-value odd jobs.
A cheap small-pad trade fit: cargo first, a light shield to survive interdiction, and the speed to run. Initial is buy-only; A-rated is the trade baseline; Engineered stretches laden range and protected cargo.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One shield booster is the cheapest large multiplier on a thin trade shield; Heavy Duty stacks raw MJ. |
| Utility 2 | — | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 4E Power Plant | 4A Power Plant | G5 Low Emissions + Thermal Spread | A-rated runs the shield and core with margin to spare; Low Emissions keeps it cool and light for range. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives give the boost speed that gets a laden hold clear of pirates. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated is the single biggest trade gain; Increased Range + Mass Manager maximise laden jump range. |
| Life Support | 3E Life Support | 3D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass; Lightweight trims more — life support has no experimental effect. |
| Power Distributor | 3E Power Distributor | 3D Power Distributor | G5 Engine Focused + Super Conduits | D-rated is plenty without weapons; Engine Focused feeds the boost capacitor for the getaway. |
| Sensors | 3E Sensors | 3D Sensors | G5 Lightweight (no experimental effect) | D and Lightweight — a trader needs no sensor range, so claw back the mass for jump range. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock 16t tank matches the laden jump range; fuel capacity cannot be engineered. |
| Optional Internals | ||||
| Size 4 | 4E Cargo Rack | 4C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more for surviving interdiction. |
| Size 4 | 4E Cargo Rack | 4E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 4 | 4E Cargo Rack | 4E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 2 | — | 2E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 2 | — | 2E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 2 | — | 2E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 1 | — | 1E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 1 | — | 1I Detailed Surface Scanner | G5 Expanded Probe Scanning Radius (no experimental effect) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| Open in planner / Export | ||||
| Open in Coriolis | open | open | open | One-click open at coriolis.io. |
| Open in EDSY | open | open | open | One-click open at edsy.org. |
| Copy SLEF | Copies the raw Ship Loadout Export Format for that state. | |||
Drop a bi-weave generator in one class-4 slot and pack everything else with cargo — ~48 tonnes protected, or ~64 unshielded if you'd rather run light and fast. Keep thrusters and FSD A-rated so a laden Cobra still boosts clear of an interdiction.
Buy the hull (~208k Cr), keep the stock E-rated core (plus the 4C fuel tank) and the factory Lightweight Alloy bulkheads, and fill the three big class-4 optionals with 4E cargo racks for an immediate ~48t to start running loops.
Both utility mounts and the smaller optional slots stay empty for now — no shield, no booster, no scanner. Until you can afford the A-rate pass the Cobra's speed is your only interdiction insurance.
A-rate thrusters and FSD as soon as funds allow so the laden ship keeps its pace and range.
A-rating priority for a cheap small-pad trader:
The trading engineering pattern, kept light and cheap on a small hull. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (4) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (4) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (4) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Bi-Weave Shield (4) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Shield Booster (0) | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Power Distributor (3) | Engine Focused (G5) | Super Conduits | The Dweller |
| Life Support / Sensors (3) | Lightweight (G5) | — | Etienne Dorn |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Light — small-module blueprints on a cheap hull; quick and inexpensive. With a complete inventory this is trivial spend, not a farm. Ask for exact per-blueprint counts if needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Max cargo (t) | ~48 | ~48 (shielded) | ~64 (stripped) |
| Shield (MJ) | none | ~120 | ~200+ |
| Speed (boost) | 400 m/s | 400 m/s | ~480 m/s |
| Laden jump (LY) | ~14 | ~22 | ~30 |
| Hull mass | Lightweight Alloy (stock) | Lightweight Alloy (stock) | G5 Lightweight (trimmed) |
| Survivability | low | fair | fair |
Engineered, the Cobra Mk III hauls ~48t behind a light shield at ~480 m/s with ~30 LY of laden range — a fast, cheap, anywhere-landing little trader. The G5-lightweight bulkhead trims hull mass to feed that speed and range while adding a sliver of resistance; it carries a fraction of any real freighter, but it earns honestly while you save for one. The on-ramp, well built.
Any short, high-margin loop near your home base suits it — the Cobra makes its money on frequency and pace, not tonnage. As a Faulcon DeLacy classic, it's the cheap first trader almost every commander learns the loops in.
The Cobra Mk III is the on-ramp trader: ~64 tonnes for ~208k Cr, no rank, lands anywhere, and fast enough to run from trouble. It earns the rating it gets — a 48 — because the hold is tiny by trading standards and any dedicated hauler carries multiples more. But as a first freighter that funds the next one, and a fast small-pad runabout for high-value odd jobs, it's hard to beat for the money.
Figures on this page are verified against the sources below.